MindMap Gallery TA engineer
This is a mind map about TA engineers, including computer graphics, Graphics API, game engine, Self-developed rendering engine, Platform related etc.
Edited at 2024-02-29 14:46:56This is a panoramic infographic—currently sweeping across the web—illustrating the comprehensive applications of OpenClaw, a popular open-source AI agent platform. It systematically introduces this intelligent agent framework—affectionately dubbed "Lobster Farming"—helping readers quickly grasp its core value, technical features, application scenarios, and security protocols. It serves as an excellent introductory guide and practical manual.
這是一張最近風靡全網關於熱門開源AI代理平台OpenClaw的全網應用全景圖解。它系統性地介紹了這款被稱為「養龍蝦」的智慧體框架,幫助讀者快速理解其核心價值、技術特性、應用場景及安全規範,是一份極佳的入門指南與實操手冊。此圖主要針對希望利用AI建構自動化工作流程的技術從業人員、中小企業主及效率追求者,透過9大模組層層遞進,全面剖析了OpenClaw從概念到落地的整個過程。 圖中核心內容首先釐清了「養龍蝦」指涉的是OpenClawd開源智能體,並強調其本質是「AI基建」而非一般聊天機器人。隨後詳細比較其與傳統AI助理的區別,擁有記憶管理、權限控制、會話隔離和異常恢復四大基礎能力,支援跨平台存取和多模型相容(如GPT、Claude、Ollama)。同時,圖解提供了完整的部署方案(雲端/本地/Docker),並列舉了辦公室自動化、內容創作、資料收集等五大應用程式場景。此外,還展示了其火爆程度、政府與大廠佈局、安全部署建議及適合/不適合的人群分類。幫助你快速掌握OpenClaw技術架構與應用價值,指導個人或企業建構AI自動化系統,規避資料外洩與權限失控風險,是學習「執行式AI」轉型的權威參考圖譜。
本圖由萬興腦圖繪製,是針對IT研發崗位的結構化個人履歷模板,完整涵蓋求職核心資訊模組。基本資訊區包含姓名、電話、信箱、求職意願及GitHub連結;專業概要要求以2-3句提煉核心優勢;工作經驗以「公司A高級Java開發工程師」為例,以「透過(行動),達成(量化成果)」格式呈現微服務架構設計、系統效能優化、團隊技術規範制定等職責,公司B經歷則聚焦功能模組開發與Elasticsearch搜尋優化;技能專長分程式語言、後端框架、中介軟體、資料庫、容器雲等維度,清楚展示技術堆疊;專案成果以「電商平台秒殺系統」為例,說明技術棧、架構設計、個人貢獻(Redis Lua庫存原子扣減)及KPI;教育背景包含一流大學電腦專業學歷,以及AWS認證解決方案架構師、軟考中級軟體設計師證書。模板邏輯嚴謹,涵蓋IT研發求職全流程關鍵訊息,幫助求職者清晰、量化展示專業能力。
This is a panoramic infographic—currently sweeping across the web—illustrating the comprehensive applications of OpenClaw, a popular open-source AI agent platform. It systematically introduces this intelligent agent framework—affectionately dubbed "Lobster Farming"—helping readers quickly grasp its core value, technical features, application scenarios, and security protocols. It serves as an excellent introductory guide and practical manual.
這是一張最近風靡全網關於熱門開源AI代理平台OpenClaw的全網應用全景圖解。它系統性地介紹了這款被稱為「養龍蝦」的智慧體框架,幫助讀者快速理解其核心價值、技術特性、應用場景及安全規範,是一份極佳的入門指南與實操手冊。此圖主要針對希望利用AI建構自動化工作流程的技術從業人員、中小企業主及效率追求者,透過9大模組層層遞進,全面剖析了OpenClaw從概念到落地的整個過程。 圖中核心內容首先釐清了「養龍蝦」指涉的是OpenClawd開源智能體,並強調其本質是「AI基建」而非一般聊天機器人。隨後詳細比較其與傳統AI助理的區別,擁有記憶管理、權限控制、會話隔離和異常恢復四大基礎能力,支援跨平台存取和多模型相容(如GPT、Claude、Ollama)。同時,圖解提供了完整的部署方案(雲端/本地/Docker),並列舉了辦公室自動化、內容創作、資料收集等五大應用程式場景。此外,還展示了其火爆程度、政府與大廠佈局、安全部署建議及適合/不適合的人群分類。幫助你快速掌握OpenClaw技術架構與應用價值,指導個人或企業建構AI自動化系統,規避資料外洩與權限失控風險,是學習「執行式AI」轉型的權威參考圖譜。
本圖由萬興腦圖繪製,是針對IT研發崗位的結構化個人履歷模板,完整涵蓋求職核心資訊模組。基本資訊區包含姓名、電話、信箱、求職意願及GitHub連結;專業概要要求以2-3句提煉核心優勢;工作經驗以「公司A高級Java開發工程師」為例,以「透過(行動),達成(量化成果)」格式呈現微服務架構設計、系統效能優化、團隊技術規範制定等職責,公司B經歷則聚焦功能模組開發與Elasticsearch搜尋優化;技能專長分程式語言、後端框架、中介軟體、資料庫、容器雲等維度,清楚展示技術堆疊;專案成果以「電商平台秒殺系統」為例,說明技術棧、架構設計、個人貢獻(Redis Lua庫存原子扣減)及KPI;教育背景包含一流大學電腦專業學歷,以及AWS認證解決方案架構師、軟考中級軟體設計師證書。模板邏輯嚴謹,涵蓋IT研發求職全流程關鍵訊息,幫助求職者清晰、量化展示專業能力。
TA engineer
Computer Graphics
graphics algorithm
Fisheye panoramic view splicing implementation
Use opencv to implement, obtain the projection transformation matrix, dedistort the image and then splice it.
material
Bezier curve
Draw vector lines
material
rendering
PBR verification: https://www.shadertoy.com/view/4sSfzK
rotate
matrix rotation
Euler angle rotation
Quaternion rotation
The pros and cons of the three methods, mutual conversion
AABB
Basic primitives
geometry
explicit geometry
Draw various shapes such as circles, rectangles, etc. by drawing triangles
Implicit geometry (mathematical visualization)
Directed distance field (SDF)
various shapes
Ray stepping (RayMarching/RayCast)
3D Realization Camera Projection Ray Stepping Collision
Implicit 3D modeling
Step depth/normal calculation
SDF geometric surface normal solution
Shadow: gradient function calculates sdf surface normal
Base
Euclidean distance
manhattan distance
UV
built-in functions
smoothstep
polar coordinates
Implicit graphics transformation
Pan/Rotate/Zoom
Random noise implementation
SDF shadow
hard shadow
soft shadow
ambient occlusion
SSAO
Commonly used AO algorithms
Shader information: https://thebookofshaders.com/07/?lan=ch https://github.com/patriciogonzalezvivo/thebookofshaders
Example
real-time reflection principle
image processing algorithm
linear algebra
Vector operations
addition, subtraction
Click and multiply
https://zhuanlan.zhihu.com/p/359975221
cross
https://zhuanlan.zhihu.com/p/359975221
Vector color operations
Matrix Operations
Matrix multiplication
Inverse matrix, transpose
Orthogonal, perspective, bevel, mirror
matrix transformation
2D/3D rotation, translation, zoom
Matrix derivation
characteristic
Affine transformation
Matrix derivation
characteristic
perspective transformation
Matrix derivation
characteristic
Homogeneous coordinates
Purpose and significance
Coordinate System
local coordinate system
world coordinate system
camera coordinate system
Transformation matrix derivation
Element assembly
Triangle barycenter coordinates
rasterization
mipmap
bilinear interpolation
Oversampling
UV coordinates
Trigonometric functions
3D rendering
Ray tracing:
Material properties
PBR
calculus
Graphics API
OpenGL
GLSL
Commonly used built-in functions: Built-in functions can simplify the calculation process and provide better performance
Transformation in vector UV coordinate system
Shader basics
Syntax: Shader Card github
Fragment doing shader programming
uv
implicit geometry
SDF (directed distance field)
Ray Cast/Ray Marching
cache
VAO/VBO/EBO/FBO
Basic theory: graphics pipeline, state machine mechanism, texture sampling
Color: depth testing, stencil testing, blending, cubemaps,
Lighting: lambert, gamma correction, shadows, normal map, parallax map, HDR, boom, deferred shading
PBR: rendering theory, PBR lighting, IBL lighting
Vulkan
DirectX
OpenCV
Game Engine
Unreal engine-open source
blueprint/c
Material system
Particle System
Framework architecture/engine mechanism
Engine API/Component
animation state machine
Physics simulation (collider/trigger/raycast, etc.)
UMG interface system
unity3d
Material system
Particle System
C# script
Engine API/Engine Components
render component
Transform component
Collision component
Rigid body component
lumpyard (cryengine) - open source
playCavas - open source
cocos3d-open source
Self-developed rendering engine
Fliament
Animoji effect implementation based on Filament engine
ORGE
o3d
rendering engine
pbr rendering theory
Course Computer Graphics Shader
Function: brdf bsdf btdf electrolyte non-electrolyte metal booling-phone lambert DGF bidirectional distribution function geometric masking Fresnel no ibl illumination ibl illumination Rendering principles: Human eye imaging, perspective, light reflection principle, refraction principle, radiant flux, spherical area area
pbr rendering theory
Technology: ambient light ambient light occlusion screen space reflection environment map baking path-tracer cubemap-spherical coordinates reflection refraction linergb ldr hdr gamma correction
Forward rendering Delayed rendering G-buffer
pbr function
PBR White Paper
Output Color = Direct Light Output Color Ambient Light Output Color BRDF (Bidirectional Reflection Distribution Function): Only the light-receiving surface is processed and subsurface scattering is not considered. Suitable for opaque materials. BTDF (Bidirectional Transmission Distribution Function): only handles backlit surfaces and does not consider subsurface scattering. BSDF (bidirectional scattering [reflection transmission] distribution function): handles the light-receiving surface and the backlight surface, and does not consider subsurface scattering. Suitable for materials with relatively high transparency. BSSRDF (bidirectional scattering surface reflectance distribution function): handles the light-receiving surface and backlight, considers subsurface scattering, and is suitable for translucent materials, clouds, jade, milk, etc.
light color
Meaning of color multiplication and color addition
The multiplication of two lights represents the reduction ratio of the light
The addition of two lights often represents the merger of lights
For example, green light (0, 1, 0) becomes (0, 0.5, 0) after being reflected by a certain point A [RGB (0.3, 0.5, 0.2)], The red light (1, 0, 0) becomes (0.3, 0, 0) after being reflected at a certain point A. Then when the two lights are projected into the eyes, they are actually the merger of the two lights. For example, the final color of the object in the Shader = ambient light, self-illumination, diffuse reflection, and highlight. The multiplication of two lights often represents light intensity x ray reflection or light reflection x light intensity or light reflection x ray reflection. As a result, the light is attenuated or its reflectivity is changed.
Basic lighting
shadow
shadowmap
SSAO
gltf model pbr implementation
gltf viewer
gltf format programming
Traditional empirical lighting model
Bryn Fonn lighting model bling-phone
Color = Specular, Diffuse, Ambient
Platform related
Android rendering mechanism
https://zhuanlan.zhihu.com/p/661027517 cnblogs.com/mysweetAngleBaby/p/15549126.html
GPU rendering principle
https://zhuanlan.zhihu.com/p/649971173
Android image processing series: use of GL multi-threading https://blog.csdn.net/kaelsass/article/details/117358047
Skia rendering principle
CG technology
AR/VR/MR/Digital Human
Human eye imaging: https://www.sohu.com/a/194800446_699545